Right so let's get away from the Wicked Blow v Shed Tail topic that has long worn out its stay. It hasn't been all that productive. Instead I'd actually likely to bring up something I've been thinking about for a while now and I'm curious what other people think.
Ting-Lu

I think it's fair to say Ting-Lu is a rather iconic pokemon in SV OU thus far. A no nonsense hazard setter that leverages huge bulk to help pivot around big threats. We've seen its usage slow down notably since the early days where it was REALLY common, but it's still very much prominent. Some attribute its lower usage a flaw, its passivity and lack of recovery, which can be taken advantage of. I agree with both. Mons like Great Tusk and Hatterene are able to stifle hazard setting from Lu, especially the latter. While even Corv can defog hazards if the Lu user lacks a Gholdengo to block it. Now strong balance teams like Shark 6 employ it to good use, so the Mon is absolutely still good but I think it's a bit less straightforward. What do I mean?
Well firstly, double hazards sets are bad. Giving up two slots leaves only one for EQ and a utility move like whirlwind. This greatly limits flexibility and pigeonholes how the Mon is used in battle, leaving it more passive and exploitable. I think single hazard sets are better when paired with a secondary hazard setting teammate (thus usually setting spikes since it gets so many switch in opportunities vs threats like Gholdengo and Dragapult, among others). I think in this way, having an extra moveslot gives it the ability to do more than just switch in and lay hazards or faze.

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
Tera Type: Ground / Ghost / Poison
EVs: 152 HP / 252 Atk / 100 SpD
Carefyl Nature
- Spikes
- Earthquake
- Heavy Slam / Taunt / Stone Edge / Whirlwind
- Ruination
Not sold on how to exactly split up the EVs yet but... This is how I feel: Ruination is a highly underappreciated disruptive move against many of Lu's switch ins, and can cause a surprising amount of trouble. The best immediate example is Great Tusk, who can go from fully healthy to notably weakened and thus more abusable by teammates like your own Great Tusk. RotomW similarly doesn't enjoy losing so much health and thus becoming less able to check what it's put on a team to check, like Dragonite.
Beyond Spikes, Ruination and EQ, the last move is very open. Heavy Slam is nice in an emergency to check Iron Valiant, but also notably lets TingLu lure and beat Hatterene switching in through Ruination+Heavy, letting it spike more freely. Taunt has deceptive value by shutting down slower mons like Clodsire and Pex and letting Lu spike. Taunt also lets it check Curse Dondozo between Ruination and appropriate Tera type (needs Tera mind you but a nice option if your team lacks a more efficient way). Stone Edge can help flip script against Tera flying Gholdengo and threaten pre Tera Volcarona, and Whirlwind is nice if you need a safe phasing option. And Tera choice I think is ultimately team dependant.
Anyways this is just spitballing ideas and thoughts I've sat on for a few days but I am interested to hear what other people think of Ting-Lu and if they've found other ways to use and build it.